Walldorf2000

Walldorf2000

Joined Last seen Member # 659213
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Hi CariElf, thank you very much for your answer. Once again we can see why you have such a high reputation in this community. Brad was very lucky to get you as an employee and I hope he knows it ;) Just a personal comment: Customer always complain and it is absolutely necessary to get this kind of feedback. Otherwise it would not be possible to build a mature product. Sometimes they are right, sometimes not. :notsure: Sometimes they are right and the functionality could be

96 Replies 5,487 Views

[quote]#18 by Sirian - 2/6/2004 1:20:36 PM Not so. Works fine on any map size or habitability rating, including gigantic with abundant habitability.[/quote] I usually let my planets "grow together" after the colonization rush. But I often get many planets later in the game where not a single improvement is build on it. e.g. through a culture flip. But at that time most of my other planets had nothing more to build in their queue. How can these planets grow together with the others?

96 Replies 5,487 Views

Thank you very much CariElf for your statements. [quote]#19 by CariElf - 2/6/2004 1:38:17 PM So you have the OS/2 players to thank for your 'wasted' military spending.[/quote] I was one of the OS/2 players and I never complained. Honestly! I don't want to have the OS/2 style back. It was al lot of micro management to set these production points on every planet. [quote]you still had to pay the laid off employees, taxes and maintenance on the factories and the lands the

96 Replies 5,487 Views

[quote]Does it have any impact on anything other than my real world desire for efficiency?[/quote] Isn't that what's all about ;p Someone in this forum compared this game to chess. It's o.k. to beat a mediocre opponent in a nice rush. But what I love is a long lasting fight with an equal partner for every little inch on the board. I don't like culture bombing and other exploits (I don't want to argue on that :D) I want to overpower them. On Maso this bring me all the time

96 Replies 5,487 Views

GalCiv is a great game and I love it very much. But it is still possible to improve it ;) My favorite wish for GC2 is that planets don’t waist all of the money when they don’t build anything. I know that this was discussed several times before and that there is currently another thread about this topic: http://www.galciv.com/forum.asp?BID=GF&id=132094#132470 But we all have got more experience in the meantime and the logistics from AP changed the situation. I think

1 Replies 163 Views

I would really appreciate when Stardock would change that. It would be much better not to waist the money when you don’t build any social or military project on a planet. Or maybe that you loose only half of the money since you still have the costs to upkeep the manufacturing potential … Thus I ask Stardock to bring it on the feature list of GC2. I promise that I will buy GC2 when this comes. :p I don’t like any of the possibilities we currently have - don’t build anythin

96 Replies 5,487 Views

[quote]I had to disband several because I couldn't afford the maintenance on them!![/quote] That's a wast of ressources. You could have traded them to someone.

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[quote]#3 by Citizen Duodecimal - 1/24/2004 11:09:24 PM Umm... one other thing I just noticed. May be a bug, but I don't think I'm seeing maintenance costs for these starbases.[/quote] Frogboy mentioned in another thread that there are no more maintanance cost for starbases. Just the costs for logistics and the constructors. I guess they finance themselves by charging ships which use them ;p

7 Replies 321 Views

You can't make them love you in a short term. I guess there is an upper limit for gifts. Some suspected 500BC. Thus it's not worth to give more than that in one turn. Trade needs some time as well. To give 500BC or something equivalent every other three turns seem to work quite well.

19 Replies 539 Views

You can have high fluctuations in your income when your mini frighters leave a sector with several trade star bases. But this should not be 14K. There is a bug where CariElf is working on. The calculation of the additional research due to your research abilities is broken. Sirian found that the economic screen does not calculate it again but uses the research expenses from the last turn or even zero when your loaded a game from a file. Thus when you have high research

6 Replies 347 Views

[quote]#17 by Citizen Peace Phoenix - 1/23/2004 5:01:05 AM Don't forget that UP can sometimes ban Terrors Stars...[/quote] [quote]#19 by Citizen Peace Phoenix - 1/23/2004 9:02:36 AM I think also that it is the case. But it could be the issue of the first meeting of the UP and the outcome depends mainly of the votes of the "good guys" (who ban it) against the votes of the "evil guys". And for the first UP meeting, there are good chance that the outcome will be against the r

33 Replies 10,755 Views

[quote]#21 by Citizen JaxomCA - 1/23/2004 11:28:38 AM Well I know for sure the AIs don't complain about trade only starbases in their sectors. They also don't complain about plain terror stars in their sector. So an educated guess would be the AIs will not complain about a terror star with only trade modules if it enters their sector.[/quote] Yes I know. The question raised by JaxomCA was about TCs with culture modules. I meant that I don't know if TCs with culture and military modules

33 Replies 10,755 Views

#18 by Citizen JaxomCA - 1/23/2004 6:39:32 AM [quote]Terror stars are not considerd a threat by the AI if they have no cultural modules. I don't know for sure the AI would complain about a terror star with culture, but it sure does complain about regular starbases with the same modules.[/quote] Not only cultural modules are considered a thread but military as well. Hence I don't know how TCs are handled. Does anybody know?

33 Replies 10,755 Views

[quote]#336 by Senator CariElf - 1/22/2004 11:36:44 AM I fixed the bug where the AI used the human's governor.[/quote] CariElf you are simply great :CONGRAT: :CONGRAT: :CONGRAT: Is JaxomCA right, i.e. it did only affect Mr. Ford and we can use the others?

408 Replies 17,441 Views

Yes, it works! :CONGRAT: :CONGRAT: :CONGRAT: I love it when a theory can be verified in the experiment ... In the year were the great epic war began I killed all my remaining rootes and started ten trade roots at once to the remaining minor. The root goes throug six sectors and is neither a straight line nor fully diagonal. (Thus the worst case for statianary trade star bases.) The mini frighters appeared in the same turn at my starting planet. I started with my f

33 Replies 10,755 Views

[quote]#7 by Citizen Master Shake - 1/21/2004 7:02:37 PM Hmm, that's dissappointing. I hope a future update addresses this. Those AIs need to be colonizing all the planets they can.[/quote] In my games they sometimes do colonize a PQ14 when they have strategic interest. I usually colonize PQ14 and sometimes PQ13. Usually you loose some cash but get production (constructors), research and influence from them.

47 Replies 7,594 Views

On the bug thread Mr. Ford is accuesed to be a double agent and give all the tech to the AI. [quote]#322 by Citizen JaxomCA - 1/20/2004 3:13:50 PM To avoid this situation, don't put anything in the first governor's queue, Mr. Ford I think. AIs will build only what they earned if you leave that queue empty.[/quote] Any comments on this? Should we avoid him and use only the other three until Brad got that fixed? [Message Edited]

20 Replies 4,390 Views

Yes you are right, it's not a bad deal. I often build them when needed. Especially when I have to rush up morale. But 2BC is still not neglectable. Soil, Habitat, Trade Center, Teleporters, Stadium and Terraforming are a better deal when I need to increase morele. Thus I try to get them first. Clearly this is not possible on the first planets, thus I build Entertainment Network there early on. But on some planets I get 100% morale until the end of the game without En. Net. Lat

20 Replies 4,390 Views

[quote]I wouldn't mind retiring SiBCaT, but can they fix it without bogging down slower machines? We'll have to wait and see how Stardock responds. [/quote] CariElf ansered in the bug thread. [quote]#320 by Senator CariElf - 1/20/2004 11:33:54 AM One of the things that I've been working on lately is getting the various screens to update correctly, but the painting/refresh code is probably the most inefficient and messiest code that we have, so it's taking me time.[/quote]<b

19 Replies 890 Views

#322 by Citizen JaxomCA [quote]To avoid this situation, don't put anything in the first governor's queue, Mr. Ford I think. AIs will build only what they earned if you leave that queue empty.[/quote] You mean that only Mr. Ford has this problems and the others can keep a secret? Could you verify this? If so, I would send this double agent in prison until our intelligence service got the upper hand again :) When this is true we should inform CariElf or in this case Brad.

408 Replies 17,441 Views

Sirian found another bug. I always wondered why the AI build staff when they don't have the tech yet. I was always a little upset about it. I work hard to research key techs and the AI get's it for free :notsure: Due to Sirian it happens when you put it in your governor's list. I nomiate Citizen Sirian for a promotion (actually I don't know how the promotion system works, does it totally rely on Metaverse?).

408 Replies 17,441 Views